Friday, December 6, 2024

NUELOW at Christmas: Day Six



Today, we set the theme with a bit of Christmas music (and the illo that the post opened with, of course)!

 


IT'S A ZOMBIE CHRISTMAS!
This is a random generated adventure outline with zombies being home for Christmas! Use a six-sided die to determine some basic elements of the plot.

Set Up
On Christmas Eve, whether celebrating together or not, the player characters are each attacked by 1d6 zombies. If one or more of them get overwhelmed and killed... well, new character time! Merry Christmas!
   Once this encounter has ruined Christmas, the real adventure begins.

What's Going On? (Roll 1d6)
1. Hell is full, so the dead walk the Earth.
2. A necromancer (either hired by an enemy of the PCs or a direct enemy 
    of the PCs) has cursed the player characters and their close friends 
    and family. Every day until January 6, 1d6 zombies will show up to attack 
    every one of them. If killed, the PC or other slain characters join the 
    zombie forces.
3. A grieving father has used a powerful artifact to capture Death 
    (aka the Grim Reaper), so now anyone who dies immediately becomes 
    a murderous zombie.
4. Everyone who has been deemed "naughty" by Santa Claus has returned 
    to take revenge upon the world.
5. The Grim Reaper is on strike until Santa Claus considers his daughter 
    as a candidate to join Santa's Helpers, so the dead walk.
6. The Spirit of Christmas has been captured by the evil anti-Christmas forces.

As the PCs battle zombies amidst the Christmas decorations, they will pick up hints and leads as to who or what is the root cause of the rampaging zombies. Once they have enough information, they are ready to save themselves, their neighbors, and maybe even salvage a little bit of Christmas, from the zombies!

How Can It Be Stopped? (Roll 1d6)
1. The PCs must find and recruit Santa to help, as only his all-encompassing 
     knowledge of who's naughty and nice will let them locate the cause behind 
     the zombie rampage.
2.  The PCs must find their way to the Realm of Death to find out why the
     Grim Reaper isn't finishing his job and fix the problem -- or find a temp
     to take over.
3.  The characters must identify a lead zombie in each group and give it
     a pile of pages containing Christmas carols. It then passes sheets to 
     each of the other zombies and all of them start singing Christmas carols.
4.  If exposed to Christmas music, the zombies freeze in place. If they are 
     left alone, they become corpses as the sun rises on Christmas Day.
5.  A character must become a living vessel for the Spirit of Christmas.
     He or she must confront the groups of zombies and wish them 
     Merry Christmas, at which time they die a final death.
6.  The cause of the zombies rising must be found and (if needed) put to 
      an end. Then the zombies all have to be killed the old fashioned way.

Thursday, December 5, 2024

NUELOW at Christmas: Day Five

Miriam knows in hindsight that she should have realized something was up. She really should have questioned it when a small-time country baron offered her twice the money that the Duke of Holstfel had to perform at his holiday feast last year.


Well... maybe the doppelgängers will let her go when she's done performing. After all, it's clear that the Baron told the truth when he said they were all big fans--everyone in the feast hall has taken on Miriam's appearance and many guests are singing along in perfect harmony with her. It's as if she's performing to a hall full of herselves. (Although she may give that one over there some tips if he/she --what are the preferred pronouns for doppelgängers? -- is going to impersonate her... she's not THAT fat and her hair is not that scraggly!)

--
And because it wouldn't be a NUELOW at Christmas post without some d20 System content or a random table,

IS THE OFFER TOO GOOD TO BE TRUE?
The player characters are approached by a trusted contact or someone else who is known for finding lucrative and/or suitable assignments for individuals and groups like the player characters. It's a simple one-night job and they're getting paid five times their normal fee because the client wants to pay for the best performance from the best he knows.
   But is this bit of Christmas season generosity too good to be true? What might be going on behind the facade here? Roll 1d8 to find out and see if you can make a scenario out of the set-up! (Hey, you might even send it NUELOW Games' way, and we might publish it!)

d8         Result
1-2.       The job is legit. The client really wants the best from the best for 
            the assignment. Money is no object.
3-4.       The job is legit, but somewhat morally questionable and probably
            illegal. The extra money is to buy discretion and post-job silence.
5            The job is doing something highly illegal. The whole thing is a 
            set-up concocted by a foe of the player characters. The authorities
            have been tipped off and they are watching and waiting. 
6.           The job is fake. A hidden society of doppelgangers that dwell in
            tunnels beneath the city want the player characters to teach them
            the various things they are good at. The doppelgangers are being
            oppressed by a new evil ruler and they want to overthrow him.
            They also warn the PCs that their evil leader is going to break the
            centuries long peaceful co-existence of the doppelgangers and
            the humans by preying upon the surface dwellers.
7-8.        The job is fake. Santa Claus has been captured by operatives 
             working for the evil alliance of Martians and the "activist group"
             People for the Reduction of Idiotic Christmas Expenses (PRICE).
             Santa's daughter, Sugar Plum, desperately wants the PCs to save
             Santa... and Christmas itself, before time runs out!

Wednesday, December 4, 2024

NUELOW at Christmas: Day Four

Every December. the Spirit of Christmas roams the land, touching bottles, cartons, and jugs of eggnog, imbuing them with magic of the Holiday Season beyond that which the beverage already possesses. This article describes this special eggnog in terms of the d20 System and how you can bring it to your game.

Stay Noggy, my friends.
"Stay Noggy, my friends."


EGGNOG OF POWER FOR THE d20 SYSTEM!
Whenever a character comes into possession of a container full of eggnog during the Holiday Season, the GM rolls 1d20. On a result of 20, the eggnog has been touched by the Spirit of Christmas! (All other results mean the eggnog is not enchanted, but still super-tasty.
   But! If the eggnog has been enhanced by the Spirit of Christmas, the GM rolls 1d6 to discover what magic powers are granted those who drink a cup of that container. Upon rolling, the GM consults the following list:

   1. Eggnog of Cheer that grants +2 bonus to morale checks and +2 bonus to Charisma-based skill checks.
   2. Eggnog of Might that grants +1 to melee and unarmed attack rolls and damage, and a +2 bonus to all Strength-based skill checks.
   3. Eggnog of Fortitude that grants a +2 bonus to all Fortitude saves and Constitution-based skill checks.
   4. Eggnog of Christmas Harmony that makes everyone within a 60-foot roll a Will save (DC30) or lose all desire to fight, but instead join together and sing Christmas songs. If one person is attacked (say by someone who has made a successful Will save), then all those under the influence of Christmas Cheer will turn upon the attacker.
   5. Eggnog of Christmas Partying that grants a +4 bonus to all Perform (Dance) and Perform (Sing) skill checks, as well as the ability to point out that someone is standing underneath a sprig of mistletoe without being slapped or kicked in the groin.
   6. Eggnog of Generosity that fills consumers with the desire to bring happiness and security to others in this Christmas season. They can do anything from donate to charities to taking the fight to the mobbed-up slumlords.

A typical container of eggnog contains 8 cups and a character must drink at least one cup to benefit from the Christmas magic. The effect lasts for 24 hours and cannot be dispelled by anything short of the power of a god.
   Once a container of Eggnog of Power has been opened, it spoils within 1d10 days. If a character drinks spoiled eggnog, he or she must roll a Fortitude Save (DC18) or become very ill, suffering -4 to all attack rolls and skill checks for 24 hours. If the save is successful, the penalty is only -2.

THE EGGNOG RANDOMIZER
If the GM wants to make the magic eggnog even more mysterious and unpredictable, roll 1d6 on this table whenever a PC drinks magic eggnog this holiday season.

   1. The character feels extra cheerful, gaining a +4 bonus to all Charisma checks.
   2. Roll on the Eggnog of Power table above.
   3. The character is seized by a sudden hatred of the holidays, gaining a -2 to all Charisma checks.
   4. Roll on the Eggnog of Power table above.
   5. The effect lasts for 48 hours.
   6. Roll twice on the Eggnog of Power table; the character gets both indicated benefits. If the same result is rolled twice, the character gets the indicated benefit with no changes or adjustments.

(The preceding text is released under the Open Game License. Copyright 2024 Steve Miller )

---
And here's some multicultural Christmas music that'll get almost everyone into a proper mood!

Tuesday, December 3, 2024

NUELOW at Christmas: Day Three

The Christmas-hating mad scientist Dr. Stephen Nicholas and his faithful assistant Holly have unleashed their latest scheme to destroy the Season of Good Will and Cheer--cursed candy canes!

Christmas Art by Richard Sala

Using ancient rituals and Atlantean magi-tech, they infused thousands of candy canes with dark magics that places those who consume them under a curse. These candy canes have been mixed in with non-cursed ones and will soon be distributed all across the United States and Canada!

Will the heroes be able to stop this evil, or will Dr. Nick and Holly finally meet their evil goal?!

(The rest of this post is released under the Open Game License, and the text may be reproduced in accordance with its terms.)

CURSED CANDY CANES
The Cursed Candy Canes can be distinguished from normal candy canes, because they emit a faint magical aura of an undeterminable type or school. Characters with a natural ability to detect magic, or those using spells or magic items to do the same, can identify the Cursed Candy Canes.
   The magic of the Cursed Candy Canes is only active from the stroke of Midnight at the beginning of December 1 to the final moment of January 5. 
    The following tables determine the size of a cursed candy cane and what effect it has on the character who consumes it. These rules are suitable for use with all d20 System games, as well as all OSR game systems.
   First, roll on "Size of Candy Cane" and then roll to determine what curse it bestows upon those who consume it.

Size of Candy Cane (Roll 1d10)
1-8. Mini Candy Cane (must be completely consumed for curse 
       to take effect)
7-10. Regular Candy Cane (only half needs to be consumed for curse 
       to take effect; can be split between two characters)

The Curses (Roll 1d10)
1.  The character can only communicate by singing Christmas songs 
      and carols.
2.  The character becomes enraged whenever he or she hears music 
     and attacks the nearest person for 1d4+2 rounds.
3.  The character's teeth begin to rot rapidly and they all fall out within
     1d6+2 days.
4.  The character can't sleep. Whenever he or she closes her eyes, terrifying 
     visons gigantic, semi-humanoid sugar plums oozing a strange, sparkling 
     substance haunts him or her.
5.  Whenever the character sees an image of Santa Claus, or someone 
     dressed in a Santa outfit, he or she is terrified and must flee the area 
     at maximum movement rate. The character remains terrified for a
     a number of rounds equal to 10 less his or her Wisdom bonus.
6.  The character must naked whenever he or she stands or passes below
     mistletoe.
7.  The character becomes semi-insubstantial, appearing ghostly and 
     translucent. The character does not need to eat or drink, is immune to 
     all harm, but cannot pass through solid matter.
8.  The character becomes a werewolf whose transformation is triggered by
     the physical presence of a decorated Christmas Tree. The transformation 
     lasts until the next sunrise.
9.  The character becomes a vampire, but needs to consume 1/2 gallon of 
     eggnog each day instead of blood. Just like a vampire's need for blood, 
     the character has an insatiable desire for eggnog. If he or she does not 
     consume enough eggnog, the character suffers a temporary loss of 
     1 point of Strength and 1 point of Intelligence until the hunger is cured.
10. The character becomes enraged whenever he or she sees a wrapped 
      wrapped Christmas present. He or she must destroy the presents. 
      The rage lasts until the presents are all destroyed. The character attacks 
      anyone who tries to prevent the destruction.

ENDING THE CURSE
A curse can be ended by a bless or remove curse spell cast upon the sufferer by a 12-level caster (or from an item or scroll with the same power-level), or if the sufferer eats 1 pound of Fruitcake over the space of 30 minutes. The curse also ends automatically at the stroke of Midnight on January 5th, the end of the Twelve Days of Christmas.
   (For victims of #3, the curse may feel like it becomes worse: Their teeth grow back over the next 1d6+3 days, with severe pain as the baby teeth grow, fall out, and are replaced by a new set of adult teeth.)

Monday, December 2, 2024

NUELOW at Christmas: Day Two

Santa knows who's been bad... and he's had enough of their sh*t!


How does he know? It's a combination of three things: A natural ability, magic spells, and an ancient artifact. Today, we translate Santa's natural ability to know who's been bad or good into d20 System game mechanics!

(The rest of this post is presented under the Open Game License and may be reproduced in accordance with its terms.)

OGL d20 SYSTEM FEAT: NAUGHTY OR NICE
You can tell someone's bad or good by just looking at them.
   Prerequisite: Intelligence 12, Wisdom 12
   Benefit: As a standard action, you may look at a living person or being and immediately know if they have good or evil intentions toward you, your allies, or innocent beings. (This does not necessarily reflect their alignment--if the d20 System variant you are using includes the alignment mechanic--but rather what the moral ramifications of their immediately past or near-future actions will be. 
   You may use this this feat a number of times each day equal to your Wisdom bonus.  
   Targets must have Intelligence and Wisdom scores of at least 4 for the ability of this feat to be effective. Spells and abilities that prevent scrying or other divination magic or spell-like and supernatural powers also impede this feat. The target appears "nice" when studied.
   Special: This feat is considered a "minor power feat" for the purposes to acquiring superpower talents.

Sunday, December 1, 2024

NUELOW at Christmas: Day One

Here's a random adventure idea (or maybe the start-point for an adventure) generator set around Christmas time.

WHO IS YELLING AND SANTA CLAUS AND WHY?
Santa being yelled at by a redhead

Roll 1d6 against the tables below to determine the identity of the Redhead confronting Santa Claus and why she's upset with him. Make note of the results and then let your imagination build an adventure around them!

WHO IS SHE?
1. The new shop steward of the elves who work at Santa's Workshop.
2. The older sister of two brothers who she is raising by herself after 
     their parents were killed.
3. A newly accredited FBI agent.
4. L.L. Hundal of NUELOW Games.
5. A werefox in her human form.
6. Roll two more times on the table. Both results apply to who she is.

WHY IS SHE YELLING AT SANTA CLAUS?
1. She has discovered he's a fake; it's actually Steve Miller of 
    NUELOW Games.
2. The elves at Santa's Workshop are going on strike, demanding
    better pay, better hours, and beds at least as nice as those 
     enjoyed by the reindeer.
3. She wants herself and her boyfriend off the Naughty List...
    or promises this will be Santa's last Christmas.
4. She wants her little brothers to get decent gifts this year, 
    instead of just a bunch of cheap crap from Overstock.com. 
5. She wants Santa to use his supernatural knowledge of who's 
    where and who's been good or bad to find her parents that 
    have been kidnapped and are being held for ransom.
6. As with #5, but she wants Santa to use his powers to take her 
    to the porch pirates who stole the Christmas presents she'd 
     ordered for her family and friends after the Amazon Delivery 
     Guy left the packages by her front door.

HOW DO THE PLAYER CHARACTERS GET INVOLVED
(OPTIONAL)
1-2. Santa comes to them for help with the mission/protection.
3-4. The Redhead comes to them for help with confronting 
        Santa Claus and the subsequent mission.
5-6. One of the Redhead and Santa's targets comes for help.

Now it's up to you to come up with a scenario to entertain and thrill the players at your gaming table, be it real or virtual. And if you feel like sharing your Christmas gift to them with the rest of us, pleas submit your ideas. We'll post them to the blog and our Facebook page!

Saturday, November 23, 2024

Introducing Thea Haber, Chronomancer

It's been a while since we've posted to the blog, but here's a little something for use in your games or to spur your imagination!
    Thea Haber is a plane-hopping human Chronomancer. The player characters can encounter her anywhere... when they need to be rescued from a tight spot by an ally, or she needs the rescuing. 


There are some unusual aspects to encountering Thea, however:


HOW OLD DOES SHE LOOK?
The time-travel magic that Thea uses has an impact on her body, making her appear younger or older than she actually is. Whenever she is encountered, the DM should roll 1d6 on the following table to see what she looks like.
  1-2. Thea appears the same age she did when last encountered.
  3. Thea appears to be 15+1d6 years old.
  4. Thea appears to be 20+2d6 years old.
  5. Thea appears to be 30+4d6 years old.
  6. Thea appears to be 15+6d6 years old.

How old is she really? It's rude to ask a lady her age!


 
HAS SHE MET THE PCS BEFORE?
Thea's personal timeline is an insane tangle of her crossing back and forth through places at different times and during different ages. She may meet the characters for the first time... after she met them the first time. Several times. Roll 1d6 to see what she knows.

   1. She has never met the player characters before, although they have met here.
   2. She has heard of the player characters but has never met them, although they 
        have met her.
   3. She behaves as though she is best friends with the PCs, regardless of how many 
        times they've met before (if ever).
   4. She does not remember the last time she met the PCs, but describes a time they 
        haven't met, or the first time they met.
   5. She remembers every interaction with the PCs, as the timelines are in sync.
   6. She has not met the PCs, but she has heard of them. She asks for their help 
        with a villain who is threatening all of time.